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Multiplayer - 5/5/2017 7:29:51 PM   
sfbaytf

 

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Any status on built in multiplayer?

Ideally it would be both real time and turn based wego and something that could also be accessed from your smartphone or tablet via wireless.

The graphics are streamlined so imo it could port over well.

I'm not asking for much ;)
Post #: 1
RE: Multiplayer - 5/5/2017 9:00:28 PM   
CCIP-subsim


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Not last we heard, nope!

The Pro version allegedly has "wego" play (but is not accessible outside of military/industry clients), and there is still Joint Command which sort of approximates "wego" play, of course.

Considering the team have been busy with the upcoming "Chains of War" release, I doubt they'll have had time to consider it, considering how many new features are already about to be rolled out.

Last I asked about whether this would be only coming in "CMANO 2", an eventual sequel, I think the answer was "probably, yes" Considering CMANO 1 is still in live development, that might be a while!

(in reply to sfbaytf)
Post #: 2
RE: Multiplayer - 5/6/2017 8:56:37 AM   
Peter66

 

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Although official multiplayer is not available yet there are other options. Joint Command has already been mentioned. I also run real time multiplayer cooperative scenarios in Discord which is slowly becoming more popular as people get involved.

(in reply to CCIP-subsim)
Post #: 3
RE: Multiplayer - 5/6/2017 5:35:21 PM   
poaw

 

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From: Houston, Texas
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quote:

ORIGINAL: Peter66

Although official multiplayer is not available yet there are other options. Joint Command has already been mentioned. I also run real time multiplayer cooperative scenarios in Discord which is slowly becoming more popular as people get involved.



How does that work?

(in reply to Peter66)
Post #: 4
RE: Multiplayer - 5/6/2017 8:01:14 PM   
Zaslon

 

Posts: 283
Joined: 6/14/2015
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quote:

ORIGINAL: CCIPsubsim

Not last we heard, nope!

The Pro version allegedly has "wego" play (but is not accessible outside of military/industry clients), and there is still Joint Command which sort of approximates "wego" play, of course.

Considering the team have been busy with the upcoming "Chains of War" release, I doubt they'll have had time to consider it, considering how many new features are already about to be rolled out.

Last I asked about whether this would be only coming in "CMANO 2", an eventual sequel, I think the answer was "probably, yes" Considering CMANO 1 is still in live development, that might be a while!

In my opinion, it's better release a Payware modules and continue with the development method (standalone expansion, payware scenarios and payware campaigns) and also is interesting payware modules like an hypothetical WEGO module, Real time Multiplayer module, Space ops module, WWII module and ground warfare module for example.

< Message edited by Zaslon -- 5/6/2017 8:04:35 PM >


_____________________________


Kids think about Iran and Amateurs think about Russia, but professionals think about China

(in reply to CCIP-subsim)
Post #: 5
RE: Multiplayer - 5/6/2017 10:07:00 PM   
Peter66

 

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What happens is that we organise a date and time for the scenario. It lasts precisely 3 hours with a break 1 and a half hours in. It's run in real time or sped up if users want to. We use TeamViewer to connect to my PC which is running Command; users then take control in turns to issue orders to their assigned stations. Each person requests a certain station, ranging from Task Force Commander, Submarines, CG's, DDG's, Carrier Air Wing, etc.

The users are given a briefing 7 days prior to the scenario in which to communicate with one another, talk about roles and plan. Sometimes they get to use "Special Actions" much the same as you would in a normal scenario, but instead it happens before the scenario starts. They then use the scenario on the day and cooperate and hopefully succeed.

If you want you can join in or just talk with us on Discord: https://discord.gg/dyQDesj

(in reply to Zaslon)
Post #: 6
RE: Multiplayer - 5/6/2017 11:29:26 PM   
sfbaytf

 

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Joined: 4/13/2005
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My schedule is so erratic that only something like wego where I can send turns at my leisure is workable.

(in reply to sfbaytf)
Post #: 7
RE: Multiplayer - 5/7/2017 3:49:14 PM   
kevinkins


Posts: 2257
Joined: 3/8/2006
Status: offline
magi and I were thinking of trying an email procedure whereby we would exchange the game file after 15 min time increments while playing in editor mode. Of course gentleman's rules would apply so as not look at the other guys forces. We were going to save the game on a vacant area of the map to help out.

Kevin

(in reply to sfbaytf)
Post #: 8
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